/*! Hammer.JS - v2.0.4 - 2014-09-28
 * http://hammerjs.github.io/
 *
 * Copyright (c) 2014 Jorik Tangelder;
 * Licensed under the MIT license */
(function (window, document, exportName, undefined) {
	'use strict';

	var VENDOR_PREFIXES = ['', 'webkit', 'moz', 'MS', 'ms', 'o'];
	var TEST_ELEMENT = document.createElement('div');

	var TYPE_FUNCTION = 'function';

	var round = Math.round;
	var abs = Math.abs;
	var now = Date.now;

	/**
	 * set a timeout with a given scope
	 * @param {Function} fn
	 * @param {Number} timeout
	 * @param {Object} context
	 * @returns {number}
	 */
	function setTimeoutContext(fn, timeout, context) {
		return setTimeout(bindFn(fn, context), timeout);
	}

	/**
	 * if the argument is an array, we want to execute the fn on each entry
	 * if it aint an array we don't want to do a thing.
	 * this is used by all the methods that accept a single and array argument.
	 * @param {*|Array} arg
	 * @param {String} fn
	 * @param {Object} [context]
	 * @returns {Boolean}
	 */
	function invokeArrayArg(arg, fn, context) {
		if (Array.isArray(arg)) {
			each(arg, context[fn], context);
			return true;
		}
		return false;
	}

	/**
	 * walk objects and arrays
	 * @param {Object} obj
	 * @param {Function} iterator
	 * @param {Object} context
	 */
	function each(obj, iterator, context) {
		var i;

		if (!obj) {
			return;
		}

		if (obj.forEach) {
			obj.forEach(iterator, context);
		} else if (obj.length !== undefined) {
			i = 0;
			while (i < obj.length) {
				iterator.call(context, obj[i], i, obj);
				i++;
			}
		} else {
			for (i in obj) {
				obj.hasOwnProperty(i) && iterator.call(context, obj[i], i, obj);
			}
		}
	}

	/**
	 * extend object.
	 * means that properties in dest will be overwritten by the ones in src.
	 * @param {Object} dest
	 * @param {Object} src
	 * @param {Boolean} [merge]
	 * @returns {Object} dest
	 */
	function extend(dest, src, merge) {
		var keys = Object.keys(src);
		var i = 0;
		while (i < keys.length) {
			if (!merge || (merge && dest[keys[i]] === undefined)) {
				dest[keys[i]] = src[keys[i]];
			}
			i++;
		}
		return dest;
	}

	/**
	 * merge the values from src in the dest.
	 * means that properties that exist in dest will not be overwritten by src
	 * @param {Object} dest
	 * @param {Object} src
	 * @returns {Object} dest
	 */
	function merge(dest, src) {
		return extend(dest, src, true);
	}

	/**
	 * simple class inheritance
	 * @param {Function} child
	 * @param {Function} base
	 * @param {Object} [properties]
	 */
	function inherit(child, base, properties) {
		var baseP = base.prototype,
			childP;

		childP = child.prototype = Object.create(baseP);
		childP.constructor = child;
		childP._super = baseP;

		if (properties) {
			extend(childP, properties);
		}
	}

	/**
	 * simple function bind
	 * @param {Function} fn
	 * @param {Object} context
	 * @returns {Function}
	 */
	function bindFn(fn, context) {
		return function boundFn() {
			return fn.apply(context, arguments);
		};
	}

	/**
	 * let a boolean value also be a function that must return a boolean
	 * this first item in args will be used as the context
	 * @param {Boolean|Function} val
	 * @param {Array} [args]
	 * @returns {Boolean}
	 */
	function boolOrFn(val, args) {
		if (typeof val == TYPE_FUNCTION) {
			return val.apply(args ? args[0] || undefined : undefined, args);
		}
		return val;
	}

	/**
	 * use the val2 when val1 is undefined
	 * @param {*} val1
	 * @param {*} val2
	 * @returns {*}
	 */
	function ifUndefined(val1, val2) {
		return (val1 === undefined) ? val2 : val1;
	}

	/**
	 * addEventListener with multiple events at once
	 * @param {EventTarget} target
	 * @param {String} types
	 * @param {Function} handler
	 */
	function addEventListeners(target, types, handler) {
		each(splitStr(types), function (type) {
			target.addEventListener(type, handler, false);
		});
	}

	/**
	 * removeEventListener with multiple events at once
	 * @param {EventTarget} target
	 * @param {String} types
	 * @param {Function} handler
	 */
	function removeEventListeners(target, types, handler) {
		each(splitStr(types), function (type) {
			target.removeEventListener(type, handler, false);
		});
	}

	/**
	 * find if a node is in the given parent
	 * @method hasParent
	 * @param {HTMLElement} node
	 * @param {HTMLElement} parent
	 * @return {Boolean} found
	 */
	function hasParent(node, parent) {
		while (node) {
			if (node == parent) {
				return true;
			}
			node = node.parentNode;
		}
		return false;
	}

	/**
	 * small indexOf wrapper
	 * @param {String} str
	 * @param {String} find
	 * @returns {Boolean} found
	 */
	function inStr(str, find) {
		return str.indexOf(find) > -1;
	}

	/**
	 * split string on whitespace
	 * @param {String} str
	 * @returns {Array} words
	 */
	function splitStr(str) {
		return str.trim().split(/\s+/g);
	}

	/**
	 * find if a array contains the object using indexOf or a simple polyFill
	 * @param {Array} src
	 * @param {String} find
	 * @param {String} [findByKey]
	 * @return {Boolean|Number} false when not found, or the index
	 */
	function inArray(src, find, findByKey) {
		if (src.indexOf && !findByKey) {
			return src.indexOf(find);
		} else {
			var i = 0;
			while (i < src.length) {
				if ((findByKey && src[i][findByKey] == find) || (!findByKey && src[i] === find)) {
					return i;
				}
				i++;
			}
			return -1;
		}
	}

	/**
	 * convert array-like objects to real arrays
	 * @param {Object} obj
	 * @returns {Array}
	 */
	function toArray(obj) {
		return Array.prototype.slice.call(obj, 0);
	}

	/**
	 * unique array with objects based on a key (like 'id') or just by the array's value
	 * @param {Array} src [{id:1},{id:2},{id:1}]
	 * @param {String} [key]
	 * @param {Boolean} [sort=False]
	 * @returns {Array} [{id:1},{id:2}]
	 */
	function uniqueArray(src, key, sort) {
		var results = [];
		var values = [];
		var i = 0;

		while (i < src.length) {
			var val = key ? src[i][key] : src[i];
			if (inArray(values, val) < 0) {
				results.push(src[i]);
			}
			values[i] = val;
			i++;
		}

		if (sort) {
			if (!key) {
				results = results.sort();
			} else {
				results = results.sort(function sortUniqueArray(a, b) {
					return a[key] > b[key];
				});
			}
		}

		return results;
	}

	/**
	 * get the prefixed property
	 * @param {Object} obj
	 * @param {String} property
	 * @returns {String|Undefined} prefixed
	 */
	function prefixed(obj, property) {
		var prefix, prop;
		var camelProp = property[0].toUpperCase() + property.slice(1);

		var i = 0;
		while (i < VENDOR_PREFIXES.length) {
			prefix = VENDOR_PREFIXES[i];
			prop = (prefix) ? prefix + camelProp : property;

			if (prop in obj) {
				return prop;
			}
			i++;
		}
		return undefined;
	}

	/**
	 * get a unique id
	 * @returns {number} uniqueId
	 */
	var _uniqueId = 1;

	function uniqueId() {
		return _uniqueId++;
	}

	/**
	 * get the window object of an element
	 * @param {HTMLElement} element
	 * @returns {DocumentView|Window}
	 */
	function getWindowForElement(element) {
		var doc = element.ownerDocument;
		return (doc.defaultView || doc.parentWindow);
	}

	var MOBILE_REGEX = /mobile|tablet|ip(ad|hone|od)|android/i;

	var SUPPORT_TOUCH = ('ontouchstart' in window);
	var SUPPORT_POINTER_EVENTS = prefixed(window, 'PointerEvent') !== undefined;
	var SUPPORT_ONLY_TOUCH = SUPPORT_TOUCH && MOBILE_REGEX.test(navigator.userAgent);

	var INPUT_TYPE_TOUCH = 'touch';
	var INPUT_TYPE_PEN = 'pen';
	var INPUT_TYPE_MOUSE = 'mouse';
	var INPUT_TYPE_KINECT = 'kinect';

	var COMPUTE_INTERVAL = 25;

	var INPUT_START = 1;
	var INPUT_MOVE = 2;
	var INPUT_END = 4;
	var INPUT_CANCEL = 8;

	var DIRECTION_NONE = 1;
	var DIRECTION_LEFT = 2;
	var DIRECTION_RIGHT = 4;
	var DIRECTION_UP = 8;
	var DIRECTION_DOWN = 16;

	var DIRECTION_HORIZONTAL = DIRECTION_LEFT | DIRECTION_RIGHT;
	var DIRECTION_VERTICAL = DIRECTION_UP | DIRECTION_DOWN;
	var DIRECTION_ALL = DIRECTION_HORIZONTAL | DIRECTION_VERTICAL;

	var PROPS_XY = ['x', 'y'];
	var PROPS_CLIENT_XY = ['clientX', 'clientY'];

	/**
	 * create new input type manager
	 * @param {Manager} manager
	 * @param {Function} callback
	 * @returns {Input}
	 * @constructor
	 */
	function Input(manager, callback) {
		var self = this;
		this.manager = manager;
		this.callback = callback;
		this.element = manager.element;
		this.target = manager.options.inputTarget;

		// smaller wrapper around the handler, for the scope and the enabled state of the manager,
		// so when disabled the input events are completely bypassed.
		this.domHandler = function (ev) {
			if (boolOrFn(manager.options.enable, [manager])) {
				self.handler(ev);
			}
		};

		this.init();

	}

	Input.prototype = {
		/**
		 * should handle the inputEvent data and trigger the callback
		 * @virtual
		 */
		handler: function () {
		},

		/**
		 * bind the events
		 */
		init: function () {
			this.evEl && addEventListeners(this.element, this.evEl, this.domHandler);
			this.evTarget && addEventListeners(this.target, this.evTarget, this.domHandler);
			this.evWin && addEventListeners(getWindowForElement(this.element), this.evWin, this.domHandler);
		},

		/**
		 * unbind the events
		 */
		destroy: function () {
			this.evEl && removeEventListeners(this.element, this.evEl, this.domHandler);
			this.evTarget && removeEventListeners(this.target, this.evTarget, this.domHandler);
			this.evWin && removeEventListeners(getWindowForElement(this.element), this.evWin, this.domHandler);
		}
	};

	/**
	 * create new input type manager
	 * called by the Manager constructor
	 * @param {Hammer} manager
	 * @returns {Input}
	 */
	function createInputInstance(manager) {
		var Type;
		var inputClass = manager.options.inputClass;

		if (inputClass) {
			Type = inputClass;
		} else if (SUPPORT_POINTER_EVENTS) {
			Type = PointerEventInput;
		} else if (SUPPORT_ONLY_TOUCH) {
			Type = TouchInput;
		} else if (!SUPPORT_TOUCH) {
			Type = MouseInput;
		} else {
			Type = TouchMouseInput;
		}
		return new (Type)(manager, inputHandler);
	}

	/**
	 * handle input events
	 * @param {Manager} manager
	 * @param {String} eventType
	 * @param {Object} input
	 */
	function inputHandler(manager, eventType, input) {
		var pointersLen = input.pointers.length;
		var changedPointersLen = input.changedPointers.length;
		var isFirst = (eventType & INPUT_START && (pointersLen - changedPointersLen === 0));
		var isFinal = (eventType & (INPUT_END | INPUT_CANCEL) && (pointersLen - changedPointersLen === 0));

		input.isFirst = !!isFirst;
		input.isFinal = !!isFinal;

		if (isFirst) {
			manager.session = {};
		}

		// source event is the normalized value of the domEvents
		// like 'touchstart, mouseup, pointerdown'
		input.eventType = eventType;

		// compute scale, rotation etc
		computeInputData(manager, input);

		// emit secret event
		manager.emit('hammer.input', input);

		manager.recognize(input);
		manager.session.prevInput = input;
	}

	/**
	 * extend the data with some usable properties like scale, rotate, velocity etc
	 * @param {Object} manager
	 * @param {Object} input
	 */
	function computeInputData(manager, input) {
		var session = manager.session;
		var pointers = input.pointers;
		var pointersLength = pointers.length;

		// store the first input to calculate the distance and direction
		if (!session.firstInput) {
			session.firstInput = simpleCloneInputData(input);
		}

		// to compute scale and rotation we need to store the multiple touches
		if (pointersLength > 1 && !session.firstMultiple) {
			session.firstMultiple = simpleCloneInputData(input);
		} else if (pointersLength === 1) {
			session.firstMultiple = false;
		}

		var firstInput = session.firstInput;
		var firstMultiple = session.firstMultiple;
		var offsetCenter = firstMultiple ? firstMultiple.center : firstInput.center;

		var center = input.center = getCenter(pointers);
		input.timeStamp = now();
		input.deltaTime = input.timeStamp - firstInput.timeStamp;

		input.angle = getAngle(offsetCenter, center);
		input.distance = getDistance(offsetCenter, center);

		computeDeltaXY(session, input);
		input.offsetDirection = getDirection(input.deltaX, input.deltaY);

		input.scale = firstMultiple ? getScale(firstMultiple.pointers, pointers) : 1;
		input.rotation = firstMultiple ? getRotation(firstMultiple.pointers, pointers) : 0;

		computeIntervalInputData(session, input);

		// find the correct target
		var target = manager.element;
		if (hasParent(input.srcEvent.target, target)) {
			target = input.srcEvent.target;
		}
		input.target = target;
	}

	function computeDeltaXY(session, input) {
		var center = input.center;
		var offset = session.offsetDelta || {};
		var prevDelta = session.prevDelta || {};
		var prevInput = session.prevInput || {};

		if (input.eventType === INPUT_START || prevInput.eventType === INPUT_END) {
			prevDelta = session.prevDelta = {
				x: prevInput.deltaX || 0,
				y: prevInput.deltaY || 0
			};

			offset = session.offsetDelta = {
				x: center.x,
				y: center.y
			};
		}

		input.deltaX = prevDelta.x + (center.x - offset.x);
		input.deltaY = prevDelta.y + (center.y - offset.y);
	}

	/**
	 * velocity is calculated every x ms
	 * @param {Object} session
	 * @param {Object} input
	 */
	function computeIntervalInputData(session, input) {
		var last = session.lastInterval || input,
			deltaTime = input.timeStamp - last.timeStamp,
			velocity, velocityX, velocityY, direction;

		if (input.eventType != INPUT_CANCEL && (deltaTime > COMPUTE_INTERVAL || last.velocity === undefined)) {
			var deltaX = last.deltaX - input.deltaX;
			var deltaY = last.deltaY - input.deltaY;

			var v = getVelocity(deltaTime, deltaX, deltaY);
			velocityX = v.x;
			velocityY = v.y;
			velocity = (abs(v.x) > abs(v.y)) ? v.x : v.y;
			direction = getDirection(deltaX, deltaY);

			session.lastInterval = input;
		} else {
			// use latest velocity info if it doesn't overtake a minimum period
			velocity = last.velocity;
			velocityX = last.velocityX;
			velocityY = last.velocityY;
			direction = last.direction;
		}

		input.velocity = velocity;
		input.velocityX = velocityX;
		input.velocityY = velocityY;
		input.direction = direction;
	}

	/**
	 * create a simple clone from the input used for storage of firstInput and firstMultiple
	 * @param {Object} input
	 * @returns {Object} clonedInputData
	 */
	function simpleCloneInputData(input) {
		// make a simple copy of the pointers because we will get a reference if we don't
		// we only need clientXY for the calculations
		var pointers = [];
		var i = 0;
		while (i < input.pointers.length) {
			pointers[i] = {
				clientX: round(input.pointers[i].clientX),
				clientY: round(input.pointers[i].clientY)
			};
			i++;
		}

		return {
			timeStamp: now(),
			pointers: pointers,
			center: getCenter(pointers),
			deltaX: input.deltaX,
			deltaY: input.deltaY
		};
	}

	/**
	 * get the center of all the pointers
	 * @param {Array} pointers
	 * @return {Object} center contains `x` and `y` properties
	 */
	function getCenter(pointers) {
		var pointersLength = pointers.length;

		// no need to loop when only one touch
		if (pointersLength === 1) {
			return {
				x: round(pointers[0].clientX),
				y: round(pointers[0].clientY)
			};
		}

		var x = 0, y = 0, i = 0;
		while (i < pointersLength) {
			x += pointers[i].clientX;
			y += pointers[i].clientY;
			i++;
		}

		return {
			x: round(x / pointersLength),
			y: round(y / pointersLength)
		};
	}

	/**
	 * calculate the velocity between two points. unit is in px per ms.
	 * @param {Number} deltaTime
	 * @param {Number} x
	 * @param {Number} y
	 * @return {Object} velocity `x` and `y`
	 */
	function getVelocity(deltaTime, x, y) {
		return {
			x: x / deltaTime || 0,
			y: y / deltaTime || 0
		};
	}

	/**
	 * get the direction between two points
	 * @param {Number} x
	 * @param {Number} y
	 * @return {Number} direction
	 */
	function getDirection(x, y) {
		if (x === y) {
			return DIRECTION_NONE;
		}

		if (abs(x) >= abs(y)) {
			return x > 0 ? DIRECTION_LEFT : DIRECTION_RIGHT;
		}
		return y > 0 ? DIRECTION_UP : DIRECTION_DOWN;
	}

	/**
	 * calculate the absolute distance between two points
	 * @param {Object} p1 {x, y}
	 * @param {Object} p2 {x, y}
	 * @param {Array} [props] containing x and y keys
	 * @return {Number} distance
	 */
	function getDistance(p1, p2, props) {
		if (!props) {
			props = PROPS_XY;
		}
		var x = p2[props[0]] - p1[props[0]],
			y = p2[props[1]] - p1[props[1]];

		return Math.sqrt((x * x) + (y * y));
	}

	/**
	 * calculate the angle between two coordinates
	 * @param {Object} p1
	 * @param {Object} p2
	 * @param {Array} [props] containing x and y keys
	 * @return {Number} angle
	 */
	function getAngle(p1, p2, props) {
		if (!props) {
			props = PROPS_XY;
		}
		var x = p2[props[0]] - p1[props[0]],
			y = p2[props[1]] - p1[props[1]];
		return Math.atan2(y, x) * 180 / Math.PI;
	}

	/**
	 * calculate the rotation degrees between two pointersets
	 * @param {Array} start array of pointers
	 * @param {Array} end array of pointers
	 * @return {Number} rotation
	 */
	function getRotation(start, end) {
		return getAngle(end[1], end[0], PROPS_CLIENT_XY) - getAngle(start[1], start[0], PROPS_CLIENT_XY);
	}

	/**
	 * calculate the scale factor between two pointersets
	 * no scale is 1, and goes down to 0 when pinched together, and bigger when pinched out
	 * @param {Array} start array of pointers
	 * @param {Array} end array of pointers
	 * @return {Number} scale
	 */
	function getScale(start, end) {
		return getDistance(end[0], end[1], PROPS_CLIENT_XY) / getDistance(start[0], start[1], PROPS_CLIENT_XY);
	}

	var MOUSE_INPUT_MAP = {
		mousedown: INPUT_START,
		mousemove: INPUT_MOVE,
		mouseup: INPUT_END
	};

	var MOUSE_ELEMENT_EVENTS = 'mousedown';
	var MOUSE_WINDOW_EVENTS = 'mousemove mouseup';

	/**
	 * Mouse events input
	 * @constructor
	 * @extends Input
	 */
	function MouseInput() {
		this.evEl = MOUSE_ELEMENT_EVENTS;
		this.evWin = MOUSE_WINDOW_EVENTS;

		this.allow = true; // used by Input.TouchMouse to disable mouse events
		this.pressed = false; // mousedown state

		Input.apply(this, arguments);
	}

	inherit(MouseInput, Input, {
		/**
		 * handle mouse events
		 * @param {Object} ev
		 */
		handler: function MEhandler(ev) {
			var eventType = MOUSE_INPUT_MAP[ev.type];

			// on start we want to have the left mouse button down
			if (eventType & INPUT_START && ev.button === 0) {
				this.pressed = true;
			}

			if (eventType & INPUT_MOVE && ev.which !== 1) {
				eventType = INPUT_END;
			}

			// mouse must be down, and mouse events are allowed (see the TouchMouse input)
			if (!this.pressed || !this.allow) {
				return;
			}

			if (eventType & INPUT_END) {
				this.pressed = false;
			}

			this.callback(this.manager, eventType, {
				pointers: [ev],
				changedPointers: [ev],
				pointerType: INPUT_TYPE_MOUSE,
				srcEvent: ev
			});
		}
	});

	var POINTER_INPUT_MAP = {
		pointerdown: INPUT_START,
		pointermove: INPUT_MOVE,
		pointerup: INPUT_END,
		pointercancel: INPUT_CANCEL,
		pointerout: INPUT_CANCEL
	};

// in IE10 the pointer types is defined as an enum
	var IE10_POINTER_TYPE_ENUM = {
		2: INPUT_TYPE_TOUCH,
		3: INPUT_TYPE_PEN,
		4: INPUT_TYPE_MOUSE,
		5: INPUT_TYPE_KINECT // see https://twitter.com/jacobrossi/status/480596438489890816
	};

	var POINTER_ELEMENT_EVENTS = 'pointerdown';
	var POINTER_WINDOW_EVENTS = 'pointermove pointerup pointercancel';

// IE10 has prefixed support, and case-sensitive
	if (window.MSPointerEvent) {
		POINTER_ELEMENT_EVENTS = 'MSPointerDown';
		POINTER_WINDOW_EVENTS = 'MSPointerMove MSPointerUp MSPointerCancel';
	}

	/**
	 * Pointer events input
	 * @constructor
	 * @extends Input
	 */
	function PointerEventInput() {
		this.evEl = POINTER_ELEMENT_EVENTS;
		this.evWin = POINTER_WINDOW_EVENTS;

		Input.apply(this, arguments);

		this.store = (this.manager.session.pointerEvents = []);
	}

	inherit(PointerEventInput, Input, {
		/**
		 * handle mouse events
		 * @param {Object} ev
		 */
		handler: function PEhandler(ev) {
			var store = this.store;
			var removePointer = false;

			var eventTypeNormalized = ev.type.toLowerCase().replace('ms', '');
			var eventType = POINTER_INPUT_MAP[eventTypeNormalized];
			var pointerType = IE10_POINTER_TYPE_ENUM[ev.pointerType] || ev.pointerType;

			var isTouch = (pointerType == INPUT_TYPE_TOUCH);

			// get index of the event in the store
			var storeIndex = inArray(store, ev.pointerId, 'pointerId');

			// start and mouse must be down
			if (eventType & INPUT_START && (ev.button === 0 || isTouch)) {
				if (storeIndex < 0) {
					store.push(ev);
					storeIndex = store.length - 1;
				}
			} else if (eventType & (INPUT_END | INPUT_CANCEL)) {
				removePointer = true;
			}

			// it not found, so the pointer hasn't been down (so it's probably a hover)
			if (storeIndex < 0) {
				return;
			}

			// update the event in the store
			store[storeIndex] = ev;

			this.callback(this.manager, eventType, {
				pointers: store,
				changedPointers: [ev],
				pointerType: pointerType,
				srcEvent: ev
			});

			if (removePointer) {
				// remove from the store
				store.splice(storeIndex, 1);
			}
		}
	});

	var SINGLE_TOUCH_INPUT_MAP = {
		touchstart: INPUT_START,
		touchmove: INPUT_MOVE,
		touchend: INPUT_END,
		touchcancel: INPUT_CANCEL
	};

	var SINGLE_TOUCH_TARGET_EVENTS = 'touchstart';
	var SINGLE_TOUCH_WINDOW_EVENTS = 'touchstart touchmove touchend touchcancel';

	/**
	 * Touch events input
	 * @constructor
	 * @extends Input
	 */
	function SingleTouchInput() {
		this.evTarget = SINGLE_TOUCH_TARGET_EVENTS;
		this.evWin = SINGLE_TOUCH_WINDOW_EVENTS;
		this.started = false;

		Input.apply(this, arguments);
	}

	inherit(SingleTouchInput, Input, {
		handler: function TEhandler(ev) {
			var type = SINGLE_TOUCH_INPUT_MAP[ev.type];

			// should we handle the touch events?
			if (type === INPUT_START) {
				this.started = true;
			}

			if (!this.started) {
				return;
			}

			var touches = normalizeSingleTouches.call(this, ev, type);

			// when done, reset the started state
			if (type & (INPUT_END | INPUT_CANCEL) && touches[0].length - touches[1].length === 0) {
				this.started = false;
			}

			this.callback(this.manager, type, {
				pointers: touches[0],
				changedPointers: touches[1],
				pointerType: INPUT_TYPE_TOUCH,
				srcEvent: ev
			});
		}
	});

	/**
	 * @this {TouchInput}
	 * @param {Object} ev
	 * @param {Number} type flag
	 * @returns {undefined|Array} [all, changed]
	 */
	function normalizeSingleTouches(ev, type) {
		var all = toArray(ev.touches);
		var changed = toArray(ev.changedTouches);

		if (type & (INPUT_END | INPUT_CANCEL)) {
			all = uniqueArray(all.concat(changed), 'identifier', true);
		}

		return [all, changed];
	}

	var TOUCH_INPUT_MAP = {
		touchstart: INPUT_START,
		touchmove: INPUT_MOVE,
		touchend: INPUT_END,
		touchcancel: INPUT_CANCEL
	};

	var TOUCH_TARGET_EVENTS = 'touchstart touchmove touchend touchcancel';

	/**
	 * Multi-user touch events input
	 * @constructor
	 * @extends Input
	 */
	function TouchInput() {
		this.evTarget = TOUCH_TARGET_EVENTS;
		this.targetIds = {};

		Input.apply(this, arguments);
	}

	inherit(TouchInput, Input, {
		handler: function MTEhandler(ev) {
			var type = TOUCH_INPUT_MAP[ev.type];
			var touches = getTouches.call(this, ev, type);
			if (!touches) {
				return;
			}

			this.callback(this.manager, type, {
				pointers: touches[0],
				changedPointers: touches[1],
				pointerType: INPUT_TYPE_TOUCH,
				srcEvent: ev
			});
		}
	});

	/**
	 * @this {TouchInput}
	 * @param {Object} ev
	 * @param {Number} type flag
	 * @returns {undefined|Array} [all, changed]
	 */
	function getTouches(ev, type) {
		var allTouches = toArray(ev.touches);
		var targetIds = this.targetIds;

		// when there is only one touch, the process can be simplified
		if (type & (INPUT_START | INPUT_MOVE) && allTouches.length === 1) {
			targetIds[allTouches[0].identifier] = true;
			return [allTouches, allTouches];
		}

		var i,
			targetTouches,
			changedTouches = toArray(ev.changedTouches),
			changedTargetTouches = [],
			target = this.target;

		// get target touches from touches
		targetTouches = allTouches.filter(function (touch) {
			return hasParent(touch.target, target);
		});

		// collect touches
		if (type === INPUT_START) {
			i = 0;
			while (i < targetTouches.length) {
				targetIds[targetTouches[i].identifier] = true;
				i++;
			}
		}

		// filter changed touches to only contain touches that exist in the collected target ids
		i = 0;
		while (i < changedTouches.length) {
			if (targetIds[changedTouches[i].identifier]) {
				changedTargetTouches.push(changedTouches[i]);
			}

			// cleanup removed touches
			if (type & (INPUT_END | INPUT_CANCEL)) {
				delete targetIds[changedTouches[i].identifier];
			}
			i++;
		}

		if (!changedTargetTouches.length) {
			return;
		}

		return [
			// merge targetTouches with changedTargetTouches so it contains ALL touches, including 'end' and 'cancel'
			uniqueArray(targetTouches.concat(changedTargetTouches), 'identifier', true),
			changedTargetTouches
		];
	}

	/**
	 * Combined touch and mouse input
	 *
	 * Touch has a higher priority then mouse, and while touching no mouse events are allowed.
	 * This because touch devices also emit mouse events while doing a touch.
	 *
	 * @constructor
	 * @extends Input
	 */
	function TouchMouseInput() {
		Input.apply(this, arguments);

		var handler = bindFn(this.handler, this);
		this.touch = new TouchInput(this.manager, handler);
		this.mouse = new MouseInput(this.manager, handler);
	}

	inherit(TouchMouseInput, Input, {
		/**
		 * handle mouse and touch events
		 * @param {Hammer} manager
		 * @param {String} inputEvent
		 * @param {Object} inputData
		 */
		handler: function TMEhandler(manager, inputEvent, inputData) {
			var isTouch = (inputData.pointerType == INPUT_TYPE_TOUCH),
				isMouse = (inputData.pointerType == INPUT_TYPE_MOUSE);

			// when we're in a touch event, so  block all upcoming mouse events
			// most mobile browser also emit mouseevents, right after touchstart
			if (isTouch) {
				this.mouse.allow = false;
			} else if (isMouse && !this.mouse.allow) {
				return;
			}

			// reset the allowMouse when we're done
			if (inputEvent & (INPUT_END | INPUT_CANCEL)) {
				this.mouse.allow = true;
			}

			this.callback(manager, inputEvent, inputData);
		},

		/**
		 * remove the event listeners
		 */
		destroy: function destroy() {
			this.touch.destroy();
			this.mouse.destroy();
		}
	});

	var PREFIXED_TOUCH_ACTION = prefixed(TEST_ELEMENT.style, 'touchAction');
	var NATIVE_TOUCH_ACTION = PREFIXED_TOUCH_ACTION !== undefined;

// magical touchAction value
	var TOUCH_ACTION_COMPUTE = 'compute';
	var TOUCH_ACTION_AUTO = 'auto';
	var TOUCH_ACTION_MANIPULATION = 'manipulation'; // not implemented
	var TOUCH_ACTION_NONE = 'none';
	var TOUCH_ACTION_PAN_X = 'pan-x';
	var TOUCH_ACTION_PAN_Y = 'pan-y';

	/**
	 * Touch Action
	 * sets the touchAction property or uses the js alternative
	 * @param {Manager} manager
	 * @param {String} value
	 * @constructor
	 */
	function TouchAction(manager, value) {
		this.manager = manager;
		this.set(value);
	}

	TouchAction.prototype = {
		/**
		 * set the touchAction value on the element or enable the polyfill
		 * @param {String} value
		 */
		set: function (value) {
			// find out the touch-action by the event handlers
			if (value == TOUCH_ACTION_COMPUTE) {
				value = this.compute();
			}

			if (NATIVE_TOUCH_ACTION) {
				this.manager.element.style[PREFIXED_TOUCH_ACTION] = value;
			}
			this.actions = value.toLowerCase().trim();
		},

		/**
		 * just re-set the touchAction value
		 */
		update: function () {
			this.set(this.manager.options.touchAction);
		},

		/**
		 * compute the value for the touchAction property based on the recognizer's settings
		 * @returns {String} value
		 */
		compute: function () {
			var actions = [];
			each(this.manager.recognizers, function (recognizer) {
				if (boolOrFn(recognizer.options.enable, [recognizer])) {
					actions = actions.concat(recognizer.getTouchAction());
				}
			});
			return cleanTouchActions(actions.join(' '));
		},

		/**
		 * this method is called on each input cycle and provides the preventing of the browser behavior
		 * @param {Object} input
		 */
		preventDefaults: function (input) {
			// not needed with native support for the touchAction property
			if (NATIVE_TOUCH_ACTION) {
				return;
			}

			var srcEvent = input.srcEvent;
			var direction = input.offsetDirection;

			// if the touch action did prevented once this session
			if (this.manager.session.prevented) {
				srcEvent.preventDefault();
				return;
			}

			var actions = this.actions;
			var hasNone = inStr(actions, TOUCH_ACTION_NONE);
			var hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y);
			var hasPanX = inStr(actions, TOUCH_ACTION_PAN_X);

			if (hasNone ||
				(hasPanY && direction & DIRECTION_HORIZONTAL) ||
				(hasPanX && direction & DIRECTION_VERTICAL)) {
				return this.preventSrc(srcEvent);
			}
		},

		/**
		 * call preventDefault to prevent the browser's default behavior (scrolling in most cases)
		 * @param {Object} srcEvent
		 */
		preventSrc: function (srcEvent) {
			this.manager.session.prevented = true;
			srcEvent.preventDefault();
		}
	};

	/**
	 * when the touchActions are collected they are not a valid value, so we need to clean things up. *
	 * @param {String} actions
	 * @returns {*}
	 */
	function cleanTouchActions(actions) {
		// none
		if (inStr(actions, TOUCH_ACTION_NONE)) {
			return TOUCH_ACTION_NONE;
		}

		var hasPanX = inStr(actions, TOUCH_ACTION_PAN_X);
		var hasPanY = inStr(actions, TOUCH_ACTION_PAN_Y);

		// pan-x and pan-y can be combined
		if (hasPanX && hasPanY) {
			return TOUCH_ACTION_PAN_X + ' ' + TOUCH_ACTION_PAN_Y;
		}

		// pan-x OR pan-y
		if (hasPanX || hasPanY) {
			return hasPanX ? TOUCH_ACTION_PAN_X : TOUCH_ACTION_PAN_Y;
		}

		// manipulation
		if (inStr(actions, TOUCH_ACTION_MANIPULATION)) {
			return TOUCH_ACTION_MANIPULATION;
		}

		return TOUCH_ACTION_AUTO;
	}

	/**
	 * Recognizer flow explained; *
	 * All recognizers have the initial state of POSSIBLE when a input session starts.
	 * The definition of a input session is from the first input until the last input, with all it's movement in it. *
	 * Example session for mouse-input: mousedown -> mousemove -> mouseup
	 *
	 * On each recognizing cycle (see Manager.recognize) the .recognize() method is executed
	 * which determines with state it should be.
	 *
	 * If the recognizer has the state FAILED, CANCELLED or RECOGNIZED (equals ENDED), it is reset to
	 * POSSIBLE to give it another change on the next cycle.
	 *
	 *               Possible
	 *                  |
	 *            +-----+---------------+
	 *            |                     |
	 *      +-----+-----+               |
	 *      |           |               |
	 *   Failed      Cancelled          |
	 *                          +-------+------+
	 *                          |              |
	 *                      Recognized       Began
	 *                                         |
	 *                                      Changed
	 *                                         |
	 *                                  Ended/Recognized
	 */
	var STATE_POSSIBLE = 1;
	var STATE_BEGAN = 2;
	var STATE_CHANGED = 4;
	var STATE_ENDED = 8;
	var STATE_RECOGNIZED = STATE_ENDED;
	var STATE_CANCELLED = 16;
	var STATE_FAILED = 32;

	/**
	 * Recognizer
	 * Every recognizer needs to extend from this class.
	 * @constructor
	 * @param {Object} options
	 */
	function Recognizer(options) {
		this.id = uniqueId();

		this.manager = null;
		this.options = merge(options || {}, this.defaults);

		// default is enable true
		this.options.enable = ifUndefined(this.options.enable, true);

		this.state = STATE_POSSIBLE;

		this.simultaneous = {};
		this.requireFail = [];
	}

	Recognizer.prototype = {
		/**
		 * @virtual
		 * @type {Object}
		 */
		defaults: {},

		/**
		 * set options
		 * @param {Object} options
		 * @return {Recognizer}
		 */
		set: function (options) {
			extend(this.options, options);

			// also update the touchAction, in case something changed about the directions/enabled state
			this.manager && this.manager.touchAction.update();
			return this;
		},

		/**
		 * recognize simultaneous with an other recognizer.
		 * @param {Recognizer} otherRecognizer
		 * @returns {Recognizer} this
		 */
		recognizeWith: function (otherRecognizer) {
			if (invokeArrayArg(otherRecognizer, 'recognizeWith', this)) {
				return this;
			}

			var simultaneous = this.simultaneous;
			otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
			if (!simultaneous[otherRecognizer.id]) {
				simultaneous[otherRecognizer.id] = otherRecognizer;
				otherRecognizer.recognizeWith(this);
			}
			return this;
		},

		/**
		 * drop the simultaneous link. it doesnt remove the link on the other recognizer.
		 * @param {Recognizer} otherRecognizer
		 * @returns {Recognizer} this
		 */
		dropRecognizeWith: function (otherRecognizer) {
			if (invokeArrayArg(otherRecognizer, 'dropRecognizeWith', this)) {
				return this;
			}

			otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
			delete this.simultaneous[otherRecognizer.id];
			return this;
		},

		/**
		 * recognizer can only run when an other is failing
		 * @param {Recognizer} otherRecognizer
		 * @returns {Recognizer} this
		 */
		requireFailure: function (otherRecognizer) {
			if (invokeArrayArg(otherRecognizer, 'requireFailure', this)) {
				return this;
			}

			var requireFail = this.requireFail;
			otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
			if (inArray(requireFail, otherRecognizer) === -1) {
				requireFail.push(otherRecognizer);
				otherRecognizer.requireFailure(this);
			}
			return this;
		},

		/**
		 * drop the requireFailure link. it does not remove the link on the other recognizer.
		 * @param {Recognizer} otherRecognizer
		 * @returns {Recognizer} this
		 */
		dropRequireFailure: function (otherRecognizer) {
			if (invokeArrayArg(otherRecognizer, 'dropRequireFailure', this)) {
				return this;
			}

			otherRecognizer = getRecognizerByNameIfManager(otherRecognizer, this);
			var index = inArray(this.requireFail, otherRecognizer);
			if (index > -1) {
				this.requireFail.splice(index, 1);
			}
			return this;
		},

		/**
		 * has require failures boolean
		 * @returns {boolean}
		 */
		hasRequireFailures: function () {
			return this.requireFail.length > 0;
		},

		/**
		 * if the recognizer can recognize simultaneous with an other recognizer
		 * @param {Recognizer} otherRecognizer
		 * @returns {Boolean}
		 */
		canRecognizeWith: function (otherRecognizer) {
			return !!this.simultaneous[otherRecognizer.id];
		},

		/**
		 * You should use `tryEmit` instead of `emit` directly to check
		 * that all the needed recognizers has failed before emitting.
		 * @param {Object} input
		 */
		emit: function (input) {
			var self = this;
			var state = this.state;

			function emit(withState) {
				self.manager.emit(self.options.event + (withState ? stateStr(state) : ''), input);
			}

			// 'panstart' and 'panmove'
			if (state < STATE_ENDED) {
				emit(true);
			}

			emit(); // simple 'eventName' events

			// panend and pancancel
			if (state >= STATE_ENDED) {
				emit(true);
			}
		},

		/**
		 * Check that all the require failure recognizers has failed,
		 * if true, it emits a gesture event,
		 * otherwise, setup the state to FAILED.
		 * @param {Object} input
		 */
		tryEmit: function (input) {
			if (this.canEmit()) {
				return this.emit(input);
			}
			// it's failing anyway
			this.state = STATE_FAILED;
		},

		/**
		 * can we emit?
		 * @returns {boolean}
		 */
		canEmit: function () {
			var i = 0;
			while (i < this.requireFail.length) {
				if (!(this.requireFail[i].state & (STATE_FAILED | STATE_POSSIBLE))) {
					return false;
				}
				i++;
			}
			return true;
		},

		/**
		 * update the recognizer
		 * @param {Object} inputData
		 */
		recognize: function (inputData) {
			// make a new copy of the inputData
			// so we can change the inputData without messing up the other recognizers
			var inputDataClone = extend({}, inputData);

			// is is enabled and allow recognizing?
			if (!boolOrFn(this.options.enable, [this, inputDataClone])) {
				this.reset();
				this.state = STATE_FAILED;
				return;
			}

			// reset when we've reached the end
			if (this.state & (STATE_RECOGNIZED | STATE_CANCELLED | STATE_FAILED)) {
				this.state = STATE_POSSIBLE;
			}

			this.state = this.process(inputDataClone);

			// the recognizer has recognized a gesture
			// so trigger an event
			if (this.state & (STATE_BEGAN | STATE_CHANGED | STATE_ENDED | STATE_CANCELLED)) {
				this.tryEmit(inputDataClone);
			}
		},

		/**
		 * return the state of the recognizer
		 * the actual recognizing happens in this method
		 * @virtual
		 * @param {Object} inputData
		 * @returns {Const} STATE
		 */
		process: function (inputData) {
		}, // jshint ignore:line

		/**
		 * return the preferred touch-action
		 * @virtual
		 * @returns {Array}
		 */
		getTouchAction: function () {
		},

		/**
		 * called when the gesture isn't allowed to recognize
		 * like when another is being recognized or it is disabled
		 * @virtual
		 */
		reset: function () {
		}
	};

	/**
	 * get a usable string, used as event postfix
	 * @param {Const} state
	 * @returns {String} state
	 */
	function stateStr(state) {
		if (state & STATE_CANCELLED) {
			return 'cancel';
		} else if (state & STATE_ENDED) {
			return 'end';
		} else if (state & STATE_CHANGED) {
			return 'move';
		} else if (state & STATE_BEGAN) {
			return 'start';
		}
		return '';
	}

	/**
	 * direction cons to string
	 * @param {Const} direction
	 * @returns {String}
	 */
	function directionStr(direction) {
		if (direction == DIRECTION_DOWN) {
			return 'down';
		} else if (direction == DIRECTION_UP) {
			return 'up';
		} else if (direction == DIRECTION_LEFT) {
			return 'left';
		} else if (direction == DIRECTION_RIGHT) {
			return 'right';
		}
		return '';
	}

	/**
	 * get a recognizer by name if it is bound to a manager
	 * @param {Recognizer|String} otherRecognizer
	 * @param {Recognizer} recognizer
	 * @returns {Recognizer}
	 */
	function getRecognizerByNameIfManager(otherRecognizer, recognizer) {
		var manager = recognizer.manager;
		if (manager) {
			return manager.get(otherRecognizer);
		}
		return otherRecognizer;
	}

	/**
	 * This recognizer is just used as a base for the simple attribute recognizers.
	 * @constructor
	 * @extends Recognizer
	 */
	function AttrRecognizer() {
		Recognizer.apply(this, arguments);
	}

	inherit(AttrRecognizer, Recognizer, {
		/**
		 * @namespace
		 * @memberof AttrRecognizer
		 */
		defaults: {
			/**
			 * @type {Number}
			 * @default 1
			 */
			pointers: 1
		},

		/**
		 * Used to check if it the recognizer receives valid input, like input.distance > 10.
		 * @memberof AttrRecognizer
		 * @param {Object} input
		 * @returns {Boolean} recognized
		 */
		attrTest: function (input) {
			var optionPointers = this.options.pointers;
			return optionPointers === 0 || input.pointers.length === optionPointers;
		},

		/**
		 * Process the input and return the state for the recognizer
		 * @memberof AttrRecognizer
		 * @param {Object} input
		 * @returns {*} State
		 */
		process: function (input) {
			var state = this.state;
			var eventType = input.eventType;

			var isRecognized = state & (STATE_BEGAN | STATE_CHANGED);
			var isValid = this.attrTest(input);

			// on cancel input and we've recognized before, return STATE_CANCELLED
			if (isRecognized && (eventType & INPUT_CANCEL || !isValid)) {
				return state | STATE_CANCELLED;
			} else if (isRecognized || isValid) {
				if (eventType & INPUT_END) {
					return state | STATE_ENDED;
				} else if (!(state & STATE_BEGAN)) {
					return STATE_BEGAN;
				}
				return state | STATE_CHANGED;
			}
			return STATE_FAILED;
		}
	});

	/**
	 * Pan
	 * Recognized when the pointer is down and moved in the allowed direction.
	 * @constructor
	 * @extends AttrRecognizer
	 */
	function PanRecognizer() {
		AttrRecognizer.apply(this, arguments);

		this.pX = null;
		this.pY = null;
	}

	inherit(PanRecognizer, AttrRecognizer, {
		/**
		 * @namespace
		 * @memberof PanRecognizer
		 */
		defaults: {
			event: 'pan',
			threshold: 10,
			pointers: 1,
			direction: DIRECTION_ALL
		},

		getTouchAction: function () {
			var direction = this.options.direction;
			var actions = [];
			if (direction & DIRECTION_HORIZONTAL) {
				actions.push(TOUCH_ACTION_PAN_Y);
			}
			if (direction & DIRECTION_VERTICAL) {
				actions.push(TOUCH_ACTION_PAN_X);
			}
			return actions;
		},

		directionTest: function (input) {
			var options = this.options;
			var hasMoved = true;
			var distance = input.distance;
			var direction = input.direction;
			var x = input.deltaX;
			var y = input.deltaY;

			// lock to axis?
			if (!(direction & options.direction)) {
				if (options.direction & DIRECTION_HORIZONTAL) {
					direction = (x === 0) ? DIRECTION_NONE : (x < 0) ? DIRECTION_LEFT : DIRECTION_RIGHT;
					hasMoved = x != this.pX;
					distance = Math.abs(input.deltaX);
				} else {
					direction = (y === 0) ? DIRECTION_NONE : (y < 0) ? DIRECTION_UP : DIRECTION_DOWN;
					hasMoved = y != this.pY;
					distance = Math.abs(input.deltaY);
				}
			}
			input.direction = direction;
			return hasMoved && distance > options.threshold && direction & options.direction;
		},

		attrTest: function (input) {
			return AttrRecognizer.prototype.attrTest.call(this, input) &&
				(this.state & STATE_BEGAN || (!(this.state & STATE_BEGAN) && this.directionTest(input)));
		},

		emit: function (input) {
			this.pX = input.deltaX;
			this.pY = input.deltaY;

			var direction = directionStr(input.direction);
			if (direction) {
				this.manager.emit(this.options.event + direction, input);
			}

			this._super.emit.call(this, input);
		}
	});

	/**
	 * Pinch
	 * Recognized when two or more pointers are moving toward (zoom-in) or away from each other (zoom-out).
	 * @constructor
	 * @extends AttrRecognizer
	 */
	function PinchRecognizer() {
		AttrRecognizer.apply(this, arguments);
	}

	inherit(PinchRecognizer, AttrRecognizer, {
		/**
		 * @namespace
		 * @memberof PinchRecognizer
		 */
		defaults: {
			event: 'pinch',
			threshold: 0,
			pointers: 2
		},

		getTouchAction: function () {
			return [TOUCH_ACTION_NONE];
		},

		attrTest: function (input) {
			return this._super.attrTest.call(this, input) &&
				(Math.abs(input.scale - 1) > this.options.threshold || this.state & STATE_BEGAN);
		},

		emit: function (input) {
			this._super.emit.call(this, input);
			if (input.scale !== 1) {
				var inOut = input.scale < 1 ? 'in' : 'out';
				this.manager.emit(this.options.event + inOut, input);
			}
		}
	});

	/**
	 * Press
	 * Recognized when the pointer is down for x ms without any movement.
	 * @constructor
	 * @extends Recognizer
	 */
	function PressRecognizer() {
		Recognizer.apply(this, arguments);

		this._timer = null;
		this._input = null;
	}

	inherit(PressRecognizer, Recognizer, {
		/**
		 * @namespace
		 * @memberof PressRecognizer
		 */
		defaults: {
			event: 'press',
			pointers: 1,
			time: 500, // minimal time of the pointer to be pressed
			threshold: 5 // a minimal movement is ok, but keep it low
		},

		getTouchAction: function () {
			return [TOUCH_ACTION_AUTO];
		},

		process: function (input) {
			var options = this.options;
			var validPointers = input.pointers.length === options.pointers;
			var validMovement = input.distance < options.threshold;
			var validTime = input.deltaTime > options.time;

			this._input = input;

			// we only allow little movement
			// and we've reached an end event, so a tap is possible
			if (!validMovement || !validPointers || (input.eventType & (INPUT_END | INPUT_CANCEL) && !validTime)) {
				this.reset();
			} else if (input.eventType & INPUT_START) {
				this.reset();
				this._timer = setTimeoutContext(function () {
					this.state = STATE_RECOGNIZED;
					this.tryEmit();
				}, options.time, this);
			} else if (input.eventType & INPUT_END) {
				return STATE_RECOGNIZED;
			}
			return STATE_FAILED;
		},

		reset: function () {
			clearTimeout(this._timer);
		},

		emit: function (input) {
			if (this.state !== STATE_RECOGNIZED) {
				return;
			}

			if (input && (input.eventType & INPUT_END)) {
				this.manager.emit(this.options.event + 'up', input);
			} else {
				this._input.timeStamp = now();
				this.manager.emit(this.options.event, this._input);
			}
		}
	});

	/**
	 * Rotate
	 * Recognized when two or more pointer are moving in a circular motion.
	 * @constructor
	 * @extends AttrRecognizer
	 */
	function RotateRecognizer() {
		AttrRecognizer.apply(this, arguments);
	}

	inherit(RotateRecognizer, AttrRecognizer, {
		/**
		 * @namespace
		 * @memberof RotateRecognizer
		 */
		defaults: {
			event: 'rotate',
			threshold: 0,
			pointers: 2
		},

		getTouchAction: function () {
			return [TOUCH_ACTION_NONE];
		},

		attrTest: function (input) {
			return this._super.attrTest.call(this, input) &&
				(Math.abs(input.rotation) > this.options.threshold || this.state & STATE_BEGAN);
		}
	});

	/**
	 * Swipe
	 * Recognized when the pointer is moving fast (velocity), with enough distance in the allowed direction.
	 * @constructor
	 * @extends AttrRecognizer
	 */
	function SwipeRecognizer() {
		AttrRecognizer.apply(this, arguments);
	}

	inherit(SwipeRecognizer, AttrRecognizer, {
		/**
		 * @namespace
		 * @memberof SwipeRecognizer
		 */
		defaults: {
			event: 'swipe',
			threshold: 10,
			velocity: 0.65,
			direction: DIRECTION_HORIZONTAL | DIRECTION_VERTICAL,
			pointers: 1
		},

		getTouchAction: function () {
			return PanRecognizer.prototype.getTouchAction.call(this);
		},

		attrTest: function (input) {
			var direction = this.options.direction;
			var velocity;

			if (direction & (DIRECTION_HORIZONTAL | DIRECTION_VERTICAL)) {
				velocity = input.velocity;
			} else if (direction & DIRECTION_HORIZONTAL) {
				velocity = input.velocityX;
			} else if (direction & DIRECTION_VERTICAL) {
				velocity = input.velocityY;
			}

			return this._super.attrTest.call(this, input) &&
				direction & input.direction &&
				input.distance > this.options.threshold &&
				abs(velocity) > this.options.velocity && input.eventType & INPUT_END;
		},

		emit: function (input) {
			var direction = directionStr(input.direction);
			if (direction) {
				this.manager.emit(this.options.event + direction, input);
			}

			this.manager.emit(this.options.event, input);
		}
	});

	/**
	 * A tap is ecognized when the pointer is doing a small tap/click. Multiple taps are recognized if they occur
	 * between the given interval and position. The delay option can be used to recognize multi-taps without firing
	 * a single tap.
	 *
	 * The eventData from the emitted event contains the property `tapCount`, which contains the amount of
	 * multi-taps being recognized.
	 * @constructor
	 * @extends Recognizer
	 */
	function TapRecognizer() {
		Recognizer.apply(this, arguments);

		// previous time and center,
		// used for tap counting
		this.pTime = false;
		this.pCenter = false;

		this._timer = null;
		this._input = null;
		this.count = 0;
	}

	inherit(TapRecognizer, Recognizer, {
		/**
		 * @namespace
		 * @memberof PinchRecognizer
		 */
		defaults: {
			event: 'tap',
			pointers: 1,
			taps: 1,
			interval: 300, // max time between the multi-tap taps
			time: 250, // max time of the pointer to be down (like finger on the screen)
			threshold: 2, // a minimal movement is ok, but keep it low
			posThreshold: 10 // a multi-tap can be a bit off the initial position
		},

		getTouchAction: function () {
			return [TOUCH_ACTION_MANIPULATION];
		},

		process: function (input) {
			var options = this.options;

			var validPointers = input.pointers.length === options.pointers;
			var validMovement = input.distance < options.threshold;
			var validTouchTime = input.deltaTime < options.time;

			this.reset();

			if ((input.eventType & INPUT_START) && (this.count === 0)) {
				return this.failTimeout();
			}

			// we only allow little movement
			// and we've reached an end event, so a tap is possible
			if (validMovement && validTouchTime && validPointers) {
				if (input.eventType != INPUT_END) {
					return this.failTimeout();
				}

				var validInterval = this.pTime ? (input.timeStamp - this.pTime < options.interval) : true;
				var validMultiTap = !this.pCenter || getDistance(this.pCenter, input.center) < options.posThreshold;

				this.pTime = input.timeStamp;
				this.pCenter = input.center;

				if (!validMultiTap || !validInterval) {
					this.count = 1;
				} else {
					this.count += 1;
				}

				this._input = input;

				// if tap count matches we have recognized it,
				// else it has began recognizing...
				var tapCount = this.count % options.taps;
				if (tapCount === 0) {
					// no failing requirements, immediately trigger the tap event
					// or wait as long as the multitap interval to trigger
					if (!this.hasRequireFailures()) {
						return STATE_RECOGNIZED;
					} else {
						this._timer = setTimeoutContext(function () {
							this.state = STATE_RECOGNIZED;
							this.tryEmit();
						}, options.interval, this);
						return STATE_BEGAN;
					}
				}
			}
			return STATE_FAILED;
		},

		failTimeout: function () {
			this._timer = setTimeoutContext(function () {
				this.state = STATE_FAILED;
			}, this.options.interval, this);
			return STATE_FAILED;
		},

		reset: function () {
			clearTimeout(this._timer);
		},

		emit: function () {
			if (this.state == STATE_RECOGNIZED) {
				this._input.tapCount = this.count;
				this.manager.emit(this.options.event, this._input);
			}
		}
	});

	/**
	 * Simple way to create an manager with a default set of recognizers.
	 * @param {HTMLElement} element
	 * @param {Object} [options]
	 * @constructor
	 */
	function Hammer(element, options) {
		options = options || {};
		options.recognizers = ifUndefined(options.recognizers, Hammer.defaults.preset);
		return new Manager(element, options);
	}

	/**
	 * @const {string}
	 */
	Hammer.VERSION = '2.0.4';

	/**
	 * default settings
	 * @namespace
	 */
	Hammer.defaults = {
		/**
		 * set if DOM events are being triggered.
		 * But this is slower and unused by simple implementations, so disabled by default.
		 * @type {Boolean}
		 * @default false
		 */
		domEvents: false,

		/**
		 * The value for the touchAction property/fallback.
		 * When set to `compute` it will magically set the correct value based on the added recognizers.
		 * @type {String}
		 * @default compute
		 */
		touchAction: TOUCH_ACTION_COMPUTE,

		/**
		 * @type {Boolean}
		 * @default true
		 */
		enable: true,

		/**
		 * EXPERIMENTAL FEATURE -- can be removed/changed
		 * Change the parent input target element.
		 * If Null, then it is being set the to main element.
		 * @type {Null|EventTarget}
		 * @default null
		 */
		inputTarget: null,

		/**
		 * force an input class
		 * @type {Null|Function}
		 * @default null
		 */
		inputClass: null,

		/**
		 * Default recognizer setup when calling `Hammer()`
		 * When creating a new Manager these will be skipped.
		 * @type {Array}
		 */
		preset: [
			// RecognizerClass, options, [recognizeWith, ...], [requireFailure, ...]
			[RotateRecognizer, { enable: false }],
			[PinchRecognizer, { enable: false }, ['rotate']],
			[SwipeRecognizer, { direction: DIRECTION_HORIZONTAL }],
			[PanRecognizer, { direction: DIRECTION_HORIZONTAL }, ['swipe']],
			[TapRecognizer],
			[TapRecognizer, { event: 'doubletap', taps: 2 }, ['tap']],
			[PressRecognizer]
		],

		/**
		 * Some CSS properties can be used to improve the working of Hammer.
		 * Add them to this method and they will be set when creating a new Manager.
		 * @namespace
		 */
		cssProps: {
			/**
			 * Disables text selection to improve the dragging gesture. Mainly for desktop browsers.
			 * @type {String}
			 * @default 'none'
			 */
			userSelect: 'none',

			/**
			 * Disable the Windows Phone grippers when pressing an element.
			 * @type {String}
			 * @default 'none'
			 */
			touchSelect: 'none',

			/**
			 * Disables the default callout shown when you touch and hold a touch target.
			 * On iOS, when you touch and hold a touch target such as a link, Safari displays
			 * a callout containing information about the link. This property allows you to disable that callout.
			 * @type {String}
			 * @default 'none'
			 */
			touchCallout: 'none',

			/**
			 * Specifies whether zooming is enabled. Used by IE10>
			 * @type {String}
			 * @default 'none'
			 */
			contentZooming: 'none',

			/**
			 * Specifies that an entire element should be draggable instead of its contents. Mainly for desktop browsers.
			 * @type {String}
			 * @default 'none'
			 */
			userDrag: 'none',

			/**
			 * Overrides the highlight color shown when the user taps a link or a JavaScript
			 * clickable element in iOS. This property obeys the alpha value, if specified.
			 * @type {String}
			 * @default 'rgba(0,0,0,0)'
			 */
			tapHighlightColor: 'rgba(0,0,0,0)'
		}
	};

	var STOP = 1;
	var FORCED_STOP = 2;

	/**
	 * Manager
	 * @param {HTMLElement} element
	 * @param {Object} [options]
	 * @constructor
	 */
	function Manager(element, options) {
		options = options || {};

		this.options = merge(options, Hammer.defaults);
		this.options.inputTarget = this.options.inputTarget || element;

		this.handlers = {};
		this.session = {};
		this.recognizers = [];

		this.element = element;
		this.input = createInputInstance(this);
		this.touchAction = new TouchAction(this, this.options.touchAction);

		toggleCssProps(this, true);

		each(options.recognizers, function (item) {
			var recognizer = this.add(new (item[0])(item[1]));
			item[2] && recognizer.recognizeWith(item[2]);
			item[3] && recognizer.requireFailure(item[3]);
		}, this);
	}

	Manager.prototype = {
		/**
		 * set options
		 * @param {Object} options
		 * @returns {Manager}
		 */
		set: function (options) {
			extend(this.options, options);

			// Options that need a little more setup
			if (options.touchAction) {
				this.touchAction.update();
			}
			if (options.inputTarget) {
				// Clean up existing event listeners and reinitialize
				this.input.destroy();
				this.input.target = options.inputTarget;
				this.input.init();
			}
			return this;
		},

		/**
		 * stop recognizing for this session.
		 * This session will be discarded, when a new [input]start event is fired.
		 * When forced, the recognizer cycle is stopped immediately.
		 * @param {Boolean} [force]
		 */
		stop: function (force) {
			this.session.stopped = force ? FORCED_STOP : STOP;
		},

		/**
		 * run the recognizers!
		 * called by the inputHandler function on every movement of the pointers (touches)
		 * it walks through all the recognizers and tries to detect the gesture that is being made
		 * @param {Object} inputData
		 */
		recognize: function (inputData) {
			var session = this.session;
			if (session.stopped) {
				return;
			}

			// run the touch-action polyfill
			this.touchAction.preventDefaults(inputData);

			var recognizer;
			var recognizers = this.recognizers;

			// this holds the recognizer that is being recognized.
			// so the recognizer's state needs to be BEGAN, CHANGED, ENDED or RECOGNIZED
			// if no recognizer is detecting a thing, it is set to `null`
			var curRecognizer = session.curRecognizer;

			// reset when the last recognizer is recognized
			// or when we're in a new session
			if (!curRecognizer || (curRecognizer && curRecognizer.state & STATE_RECOGNIZED)) {
				curRecognizer = session.curRecognizer = null;
			}

			var i = 0;
			while (i < recognizers.length) {
				recognizer = recognizers[i];

				// find out if we are allowed try to recognize the input for this one.
				// 1.   allow if the session is NOT forced stopped (see the .stop() method)
				// 2.   allow if we still haven't recognized a gesture in this session, or the this recognizer is the one
				//      that is being recognized.
				// 3.   allow if the recognizer is allowed to run simultaneous with the current recognized recognizer.
				//      this can be setup with the `recognizeWith()` method on the recognizer.
				if (session.stopped !== FORCED_STOP && ( // 1
					!curRecognizer || recognizer == curRecognizer || // 2
						recognizer.canRecognizeWith(curRecognizer))) { // 3
					recognizer.recognize(inputData);
				} else {
					recognizer.reset();
				}

				// if the recognizer has been recognizing the input as a valid gesture, we want to store this one as the
				// current active recognizer. but only if we don't already have an active recognizer
				if (!curRecognizer && recognizer.state & (STATE_BEGAN | STATE_CHANGED | STATE_ENDED)) {
					curRecognizer = session.curRecognizer = recognizer;
				}
				i++;
			}
		},

		/**
		 * get a recognizer by its event name.
		 * @param {Recognizer|String} recognizer
		 * @returns {Recognizer|Null}
		 */
		get: function (recognizer) {
			if (recognizer instanceof Recognizer) {
				return recognizer;
			}

			var recognizers = this.recognizers;
			for (var i = 0; i < recognizers.length; i++) {
				if (recognizers[i].options.event == recognizer) {
					return recognizers[i];
				}
			}
			return null;
		},

		/**
		 * add a recognizer to the manager
		 * existing recognizers with the same event name will be removed
		 * @param {Recognizer} recognizer
		 * @returns {Recognizer|Manager}
		 */
		add: function (recognizer) {
			if (invokeArrayArg(recognizer, 'add', this)) {
				return this;
			}

			// remove existing
			var existing = this.get(recognizer.options.event);
			if (existing) {
				this.remove(existing);
			}

			this.recognizers.push(recognizer);
			recognizer.manager = this;

			this.touchAction.update();
			return recognizer;
		},

		/**
		 * remove a recognizer by name or instance
		 * @param {Recognizer|String} recognizer
		 * @returns {Manager}
		 */
		remove: function (recognizer) {
			if (invokeArrayArg(recognizer, 'remove', this)) {
				return this;
			}

			var recognizers = this.recognizers;
			recognizer = this.get(recognizer);
			recognizers.splice(inArray(recognizers, recognizer), 1);

			this.touchAction.update();
			return this;
		},

		/**
		 * bind event
		 * @param {String} events
		 * @param {Function} handler
		 * @returns {EventEmitter} this
		 */
		on: function (events, handler) {
			var handlers = this.handlers;
			each(splitStr(events), function (event) {
				handlers[event] = handlers[event] || [];
				handlers[event].push(handler);
			});
			return this;
		},

		/**
		 * unbind event, leave emit blank to remove all handlers
		 * @param {String} events
		 * @param {Function} [handler]
		 * @returns {EventEmitter} this
		 */
		off: function (events, handler) {
			var handlers = this.handlers;
			each(splitStr(events), function (event) {
				if (!handler) {
					delete handlers[event];
				} else {
					handlers[event].splice(inArray(handlers[event], handler), 1);
				}
			});
			return this;
		},

		/**
		 * emit event to the listeners
		 * @param {String} event
		 * @param {Object} data
		 */
		emit: function (event, data) {
			// we also want to trigger dom events
			if (this.options.domEvents) {
				triggerDomEvent(event, data);
			}

			// no handlers, so skip it all
			var handlers = this.handlers[event] && this.handlers[event].slice();
			if (!handlers || !handlers.length) {
				return;
			}

			data.type = event;
			data.preventDefault = function () {
				data.srcEvent.preventDefault();
			};

			var i = 0;
			while (i < handlers.length) {
				handlers[i](data);
				i++;
			}
		},

		/**
		 * destroy the manager and unbinds all events
		 * it doesn't unbind dom events, that is the user own responsibility
		 */
		destroy: function () {
			this.element && toggleCssProps(this, false);

			this.handlers = {};
			this.session = {};
			this.input.destroy();
			this.element = null;
		}
	};

	/**
	 * add/remove the css properties as defined in manager.options.cssProps
	 * @param {Manager} manager
	 * @param {Boolean} add
	 */
	function toggleCssProps(manager, add) {
		var element = manager.element;
		each(manager.options.cssProps, function (value, name) {
			element.style[prefixed(element.style, name)] = add ? value : '';
		});
	}

	/**
	 * trigger dom event
	 * @param {String} event
	 * @param {Object} data
	 */
	function triggerDomEvent(event, data) {
		var gestureEvent = document.createEvent('Event');
		gestureEvent.initEvent(event, true, true);
		gestureEvent.gesture = data;
		data.target.dispatchEvent(gestureEvent);
	}

	extend(Hammer, {
		INPUT_START: INPUT_START,
		INPUT_MOVE: INPUT_MOVE,
		INPUT_END: INPUT_END,
		INPUT_CANCEL: INPUT_CANCEL,

		STATE_POSSIBLE: STATE_POSSIBLE,
		STATE_BEGAN: STATE_BEGAN,
		STATE_CHANGED: STATE_CHANGED,
		STATE_ENDED: STATE_ENDED,
		STATE_RECOGNIZED: STATE_RECOGNIZED,
		STATE_CANCELLED: STATE_CANCELLED,
		STATE_FAILED: STATE_FAILED,

		DIRECTION_NONE: DIRECTION_NONE,
		DIRECTION_LEFT: DIRECTION_LEFT,
		DIRECTION_RIGHT: DIRECTION_RIGHT,
		DIRECTION_UP: DIRECTION_UP,
		DIRECTION_DOWN: DIRECTION_DOWN,
		DIRECTION_HORIZONTAL: DIRECTION_HORIZONTAL,
		DIRECTION_VERTICAL: DIRECTION_VERTICAL,
		DIRECTION_ALL: DIRECTION_ALL,

		Manager: Manager,
		Input: Input,
		TouchAction: TouchAction,

		TouchInput: TouchInput,
		MouseInput: MouseInput,
		PointerEventInput: PointerEventInput,
		TouchMouseInput: TouchMouseInput,
		SingleTouchInput: SingleTouchInput,

		Recognizer: Recognizer,
		AttrRecognizer: AttrRecognizer,
		Tap: TapRecognizer,
		Pan: PanRecognizer,
		Swipe: SwipeRecognizer,
		Pinch: PinchRecognizer,
		Rotate: RotateRecognizer,
		Press: PressRecognizer,

		on: addEventListeners,
		off: removeEventListeners,
		each: each,
		merge: merge,
		extend: extend,
		inherit: inherit,
		bindFn: bindFn,
		prefixed: prefixed
	});

	if (typeof define == TYPE_FUNCTION && define.amd) {
		define(function () {
			return Hammer;
		});
	} else if (typeof module != 'undefined' && module.exports) {
		module.exports = Hammer;
	} else {
		window[exportName] = Hammer;
	}

})(window, document, 'Hammer');
